Vortex Studio 2024.9 Change Log
What's new?
Earthworks Zone Rendering in Typhoon: Supporting Custom Textures
What’s changing
By default, when using the Vulkan renderer with an Earthwork Zone extension, the zone appears white due to the absence of a texture. However, it is possible to define a texture on the Graphics object of the Earthwork Zone by assigning a texture to the “Undeformed albedo“ parameter.
Why it matters
Vulkan renderer is the standard renderer used in Vortex Editor and OpenGL rendering support will be removed in a near future.
Additional details
See Earthwork Systems Tutorial 2: Creating an Earthwork Zone
Vortex Studio requires a new version of the Microsoft Visual Studio Redistributable
What’s changing
When starting the Vortex Setup, it will check if the computer is using the Microsoft Visual C++ 2015-2022 redistributable version 14.40.33810 and provide a link to download it if not present.
Why it matters
As we move forward with technology, Vortex Studio is kept up to date with the latest technology. Vortex Studio is still compiled with Microsoft Visual Studio 2015. As announced earlier this year, a compiler update is coming, but we are now announcing we will be moving to at least Microsoft Visual Studio 2022, version 17.11+. Exact details to be announced later.
Additional details
Download and Installation on Windows
C++ binary compatibility 2015-2022
Minor Improvements in Vortex Studio 2024.9
In addition to features documented in the “What's New”, minor improvements have been made during the development:
ID | Summary |
---|---|
VP-48942 | Vortex Editor: Undisturbed earthworks zones support texture with Vulkan renderer |
VP-48943 | Vortex Editor: Support materials/textures assigned to geometries created in OpenGL renderer in the Vulkan Renderer. |
VP-49076 | Demo Scenes - Add Excavator to the Unity Terrain Integration scene using the asset bundle version |
VP-49070 | Vortex Setup - Update minimum version check to latest Microsoft Visual C++ redistributable |
Fixed Issues in Vortex Studio 2024.9
Various bugs and workflow issues have been fixed during the development:
ID | Summary |
---|---|
VP-48945 | Demo Scenes - Trailer physical and graphical wheels are not aligned |
VP-48947 | Demo Scene - Tractor truck physical and graphical wheels are not aligned |
VP-48951 | Demo Scenes - Tractor truck stuck on road edge |
VP-48955 | Demo Scene - Truck and trailer can get immobilized |
VP-48985 | Vortex Editor : Options window size can hide the buttons Apply/Cancel and other functionalities |
VP-49129 | Unity Integration - Missing objects using Asset bundle with role/seat feature while using the Unity Editor in Edit mode |
System Requirements
The system requirements have recently been updated to reflect the wider range of GPUs Vortex Studio supports when using its Vulkan renderer.
End-of-life Notice
n/a
Known Issues in Vortex Studio 2024.9
ID | Summary | Workaround |
VP-39601 | Unloading a lot of Dynamics Script Extension takes a long time. At unload when removing a Python script, ending a Python Interpreter is exponentially slower the more script is present in the loaded content. When more than a few hundred scripts are present, the unload time can be a few seconds. | Reducing the number of scripts. |
VP-41437 | When a sound is created such that the listener and the emitter are exactly at the same location, or the listener is moving together with the emitter such that it is precisely above it, the sound that the operator hears becomes garbled. | This happens for monaural sound track when the listener and the emitter are moving in tandem while being either too close or aligned vertically. The workaround is keep the sound emitter and the listener separate and make sure they can't be move in a way where they could align with each other. |
VP-43810 | Memory blocks dumped, when terminating the application. | None. This memory leak is not growing, it's memory that should be returned before the end of the process. |
VP-44315 | Memory leak related to VxContactMaterial when there is a contact upon termination of a VxCore application. | Removing all parts and collision geometries before destroying the VxUniverse ensures that any ongoing contact is invalidated before destroying the VxUniverse. Optionally, using the higher level VxSim API and loading content created in the Vortex Studio Editor seems to work around this issue as the content is automatically unloaded before the application is destroyed. |